Clanggedin Silverbeard

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Clangeddin Silverbeard (CLAN-gehd-din SILL-vur-beerd) is the dwarven god of battle, war, and bravery. His titles include the Father of Battle and the Lord of the Twin Axes. He delights in battle, although he does not tolerate treachery or deceit, and he expects his followers to do the same. He and his followers hate giants and have trained their fellow dwarves in special ways to fight them. Clanggedin’s priests wear silver war helms and chain mail. He is worshipped before and during battle, and weapons are sacrificed to him in honor.

Clangeddin watches over the battle-skills and performances of dwarves from his mountain fortress in Arcadia. He encourages valor in battle, weapon-mastery and training, and wisdom in war, and most often manifests his powers to further these aims. Clangeddin is concerned with war as a way of life and is very different from Moradin in this respect. The aptly named Father of Battle especially hates giants and has taught the dwarves – and the gnomes, through their gods – special ways of fighting giant-type creatures.

Clangeddin maintains good relations with the other members of the Morndinsamman, with the notable exception of Abbathor. The Father of Battle works closely with the gods of the gnome pantheon, particularly Gaerdal Ironhand, and he has forged strong alliances with Arvoreen and Torm. The most hated enemies of the Father of Battle are Grolantor and his hill giant followers, followed closely by Karontor, Memnor, Kostchtchie, Vaprak, Surtr, and Thrym, plus the various evil giant races that revere them. Since the Time of Troubles, Clangeddin has nursed a grudge against Labelas Enoreth, elven god of time and longevity, for destroying his avatar form in a battle that raged across the isle of Ruathym.

Clangeddin is a resolute warrior who never backs down from danger and who refuses to surrender even when all seems lost. He is a strict and ethical deity who brooks no treachery or deceit and who never negotiates or compromises. Triumph must be obtained through valor and bravery, and Clangeddin is swift to humble and humiliate any who overcome by cowardly or deceitful means. The Father of Battle is known for often snatching victory from the narrowest of margins in battle. Clangeddin uses his magic only to influence events indirectly, never in battle. He only resorts to influencing a battle when the very existence of his avatar in the Realms is threatened. He always prefers force of arms to spells. Clangeddin is merry in battle, roaring appreciation of shrewd strategies, bravery, and feats of skill even when such are directed against him. He often sings (both stirring battle-ballads and taunting little ditties to unnerve enemies) in the midst of a fight, and dwarves have learned to listen for hints, cues, and warnings in his lyrics. He is a master at turning the tables on enemy armies by anticipating their movements on the battlefield and singing directions to dwarves fighting with him. Like most dwarves, Clangeddin admires most those who help themselves. He typically appears at a battle only to right hopeless odds against dwarves, to balance treachery and punish the treasonous, and to aid the weak of all races against evil, especially the acts of giants.

Clangeddin Silverbeard Domains: Dwarf, Good, Law, Strength, War

Dwarf Domain
Granted Power: You gain Great Fortitude as a bonus feat.

Dwarf Domain Spells
1. Magic Weapon: Weapon gains +1 bonus.
2. Bear’s Endurance: Subject gains +4 to Con for 1 minute/level.
3. Glyph of Warding (M): Inscription harms those who pass it.
4. Magic Weapon, Greater: +1 bonus/4 levels (max +5).
5. Fabricate: Transforms raw materials into finished items.
6. Stone Tell: Talk to natural or worked stone.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8. Protection from Spells (M,F): Confers +8 resistance bonus.
9. Elemental Swarm: Summons multiple earth elementals (Earth only).

Good Domain
Granted Power: You cast good spells at +1 caster level.

Good Domain Spells
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4. Holy Smite: Damages and blinds evil creatures.
5. Dispel Evil: +4 bonus against attacks by evil creatures.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Holy Word (F): Kills, paralyzes, slows, or deafens nongood subjects.
8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a good spell only.)

Law Domain
Granted Power: You cast lawful spells at +1 caster level.

Law Domain Spells
1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Calm Emotions: Calms creatures, negating emotion effects.
3. Magic Circle against Chaos: As protection from chaos spell, but 10-ft. radius and 10 min./level.
4. Order’s Wrath: Damages and dazes chaotic creatures.
5. Dispel Chaos: +4 bonus against attacks by chaotic creatures.
6. Hold Monster: As hold person, but any creature.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8. Shield of Law (F): +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a lawful spell only.)

Strength Domain
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Strength Domain Spells
1. Enlarge Person: Humanoid creature doubles in size.
2. Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Righteous Might: Your size increases, and you gain combat bonuses.
6. Stoneskin (M): Ignore 10 points of damage per attack.
7. Bigby’s Grasping Hand: Large hand provides cover, pushes, or grapples.
8. Bigby’s Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9. Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

War Domain
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

War Domain Spells
1. Magic Weapon: Weapon gains +1 bonus.
2. Spiritual Weapon: Magical weapon attacks on its own.
3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5. Flame Strike: Smite foes with divine fire (1d6/level damage).
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Power Word Blind: Blinds creature with 200 hp or less.
8. Power Word Stun: Stuns creature with 150 hp or less.
9. Power Word Kill: Kills creature with 100 hp or less.

Clanggedin Silverbeard

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